EVERYBODY MAKE SOME NOISE
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717c9e9213
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02285f1d8e
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@ -14,9 +14,11 @@ function drawInventoryGUI() {
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OS.context.drawImage(guiControl.background, 0, 0, 240, 240, pixel(2), pixel(2), 240, 240);
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if (ct_down().down) {
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snd_cursordown.Play();
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guiControl.inventory.cursorPosition++;
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}
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if (ct_up().down) {
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snd_cursorup.Play();
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guiControl.inventory.cursorPosition--;
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}
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@ -69,18 +71,22 @@ function drawInventoryGUI() {
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break;
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}
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snd_select.Play();
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guiControl.inventory.cursorPosition = 0;
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guiControl.inventory.activateDelay = 5;
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}
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if (ct_cancel().down) {
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snd_select.Play();
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guiControl.inventory.show = false;
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}
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if (ct_left().down) {
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snd_cursorup.Play();
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guiControl.inventory.show = false;
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guiControl.map.activateDelay = 5;
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guiControl.map.show = true;
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}
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if (ct_right().down) {
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snd_cursordown.Play();
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guiControl.inventory.show = false;
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guiControl.map.activateDelay = 5;
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guiControl.map.show = true;
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@ -113,6 +119,7 @@ function drawInventoryGUI() {
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// Button Action
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if (guiControl.inventory.activateDelay <= 0) {
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if (ct_confirm().down || ct_cancel().down) {
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snd_select.Play();
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guiControl.inventory.screen = "main";
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guiControl.inventory.activateDelay = 5;
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guiControl.inventory.cursorPosition = 0;
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@ -147,6 +154,7 @@ function drawInventoryGUI() {
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// Button Action
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if (guiControl.inventory.activateDelay <= 0) {
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if (ct_confirm().down || ct_cancel().down) {
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snd_select.Play();
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guiControl.inventory.screen = "main";
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guiControl.inventory.activateDelay = 5;
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guiControl.inventory.cursorPosition = 1;
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@ -193,6 +201,7 @@ function drawInventoryGUI() {
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// Button Action
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if (guiControl.inventory.activateDelay <= 0) {
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if (ct_confirm().down || ct_cancel().down) {
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snd_select.Play();
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guiControl.inventory.screen = "main";
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guiControl.inventory.activateDelay = 5;
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guiControl.inventory.cursorPosition = 2; // The position where "Supplies" is on main screen.
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@ -40,14 +40,17 @@ function drawMapGUI() {
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// Button Action
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if (guiControl.map.activateDelay <= 0) {
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if (ct_cancel().down) {
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snd_select.Play();
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guiControl.map.show = false;
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}
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if (ct_left().down) {
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snd_cursorup.Play();
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guiControl.map.show = false;
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guiControl.inventory.activateDelay = 5;
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guiControl.inventory.show = true;
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}
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if (ct_right().down) {
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snd_cursordown.Play();
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guiControl.map.show = false;
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guiControl.inventory.activateDelay = 5;
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guiControl.inventory.show = true;
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@ -29,19 +29,19 @@ function drawTradeGUI() {
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Oversimplified.context.fillStyle = tmp;
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if (ct_down().down) {
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// Play Move_Cursor sound.
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snd_cursordown.Play();
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guiControl.trade.cursorPosition++;
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}
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if (ct_up().down) {
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// Play Move_Cursor_Up sound.
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snd_cursorup.Play();
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guiControl.trade.cursorPosition--;
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}
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if (ct_right().down) {
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// Play Move_Cursor sound.
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snd_cursordown.Play();
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guiControl.trade.page++;
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}
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if (ct_left().down) {
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// Play Move_Cursor_Up sound.
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snd_cursorup.Play();
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guiControl.trade.page--;
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}
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@ -86,37 +86,45 @@ function drawTradeGUI() {
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switch (guiControl.trade.cursorPosition) {
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case 0:
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if (guiControl.trade.island.CheckInventory().length > 0) {
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snd_select.Play();
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guiControl.trade.screen = "buy";
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guiControl.trade.activateDelay = 5;
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}
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else {
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// Play Cannot_Buy sound.
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snd_cannotbuy.Play();
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}
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break;
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case 1:
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snd_select.Play();
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if (G.inventory.CheckCargo().length > 0) {
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guiControl.trade.screen = "sell";
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guiControl.trade.activateDelay = 5;
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} else {
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// Play Cannot_Buy sound.
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snd_cannotbuy.Play();
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}
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break;
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case 2:
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snd_select.Play();
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guiControl.trade.screen = "tavern";
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guiControl.trade.activateDelay = 5;
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break;
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default:
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// Change music to Sail.
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snd_select.Play();
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mus_trade.Stop();
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mus_sail.Play();
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guiControl.trade.show = false;
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break;
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}
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// Play Select sound.
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// snd_select.Play();
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guiControl.trade.cursorPosition = 0;
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guiControl.trade.page = 0;
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// console.log(guiControl.trade.screen);
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}
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if (ct_cancel().down) {
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snd_select.Play();
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mus_trade.Stop();
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mus_sail.Play();
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guiControl.trade.show = false;
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}
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}
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@ -190,31 +198,34 @@ function drawTradeGUI() {
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if (items.length > 0 && (guiControl.trade.island.timesHaggledToday <= G.stats.popularity) && // If there are items and you haven't haggled too much
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guiControl.trade.island.haggleAmount == 0 && Math.floor(Math.randomRange(0, 100)) < G.stats.popularity) // Or you haven't haggled yet and get a random number less than your popularity, haggle successfully.
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{
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snd_sell.Play();
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guiControl.trade.island.haggleAmount = G.stats.haggling;
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// Play Sell sound.
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} else {
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// Play Cannot_Buy sound.
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snd_cannotbuy.Play();
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guiControl.trade.island.timesHaggledToday++;
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}
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break;
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case 1: // Buy
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if (items.length > 0 &&
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G.inventory.CanBuy(items[guiControl.trade.page], itemPrice)) { //If cursor is over yes and you can buy, buy it.
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G.inventory.CanBuy(items[guiControl.trade.page], itemPrice)) //If cursor is over yes and you can buy, buy it.
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{
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snd_buy.Play();
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guiControl.trade.island.BuyFrom(items[guiControl.trade.page], itemPrice);
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} else {
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// Play Cannot_Buy sound.
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snd_cannotbuy.Play();
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}
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break;
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default:
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snd_select.Play();
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guiControl.trade.screen = "main";
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guiControl.trade.activateDelay = 5;
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guiControl.trade.cursorPosition = 0; // The position where "Buy" is on main screen.
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break;
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}
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// Play Select sound.
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// console.log(guiControl.trade.screen);
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}
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if (ct_cancel().down) {
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snd_select.Play();
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guiControl.trade.screen = "main";
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guiControl.trade.activateDelay = 5;
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guiControl.trade.cursorPosition = 0; // The position where "Buy" is on main screen.
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@ -293,10 +304,10 @@ function drawTradeGUI() {
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if (items.length > 0 && (guiControl.trade.island.timesHaggledToday <= G.stats.popularity) &&
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guiControl.trade.island.haggleAmount == 0 && Math.floor(Math.randomRange(0, 100)) < G.stats.popularity) // If you haven't haggled yet and get a random number less than your popularity, haggle successfully.
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{
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// Play Sell sound.
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snd_sell.Play();
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guiControl.trade.island.haggleAmount = G.stats.haggling;
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} else {
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// Play Cannot_Buy sound.
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snd_cannotbuy.Play();
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guiControl.trade.island.timesHaggledToday++;
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}
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break;
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@ -304,21 +315,23 @@ function drawTradeGUI() {
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if (items.length > 0 &&
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G.inventory.CanSell(items[guiControl.trade.page])) //If cursor is over yes and you can buy, buy it.
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{
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snd_sell.Play();
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guiControl.trade.island.SellTo(items[guiControl.trade.page], itemPrice);
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} else {
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// Play Cannot_Buy sound.
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snd_cannotbuy.Play();
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}
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break;
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default:
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snd_select.Play();
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guiControl.trade.screen = "main";
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guiControl.trade.activateDelay = 5;
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guiControl.trade.cursorPosition = 1; // The position where "Sell" is on main screen.
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break;
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}
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// Play Select sound.
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// console.log(guiControl.trade.screen);
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}
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if (ct_cancel().down) {
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snd_select.Play();
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guiControl.trade.screen = "main";
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guiControl.trade.activateDelay = 5;
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guiControl.trade.cursorPosition = 1; // The position where "Sell" is on main screen.
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@ -363,18 +376,21 @@ function drawTradeGUI() {
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if (ct_confirm().down) {
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switch (guiControl.trade.cursorPosition) {
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case 0:
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snd_select.Play();
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guiControl.trade.screen = "gossip";
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guiControl.trade.activateDelay = 5;
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guiControl.trade.cursorPosition = 2; // The position where "Supplies" is on main screen.
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break;
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case 1:
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if (G.stats.illness > 0 && G.inventory.money > innPrice) { //If cursor is over yes, heal illness with supplies.
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snd_heal.Play();
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guiControl.trade.island.StayAtInn();
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} else {
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// Play Cant_Buy sound.
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snd_cannotbuy.Play();
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}
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break;
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default:
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snd_select.Play();
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guiControl.trade.screen = "main";
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guiControl.trade.activateDelay = 5;
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guiControl.trade.cursorPosition = 2; // The position where "Supplies" is on main screen.
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@ -386,6 +402,7 @@ function drawTradeGUI() {
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}
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if (ct_cancel().down) {
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snd_select.Play();
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guiControl.trade.screen = "main";
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guiControl.trade.activateDelay = 5;
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guiControl.trade.cursorPosition = 2; // The position where "Supplies" is on main screen.
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@ -416,7 +433,7 @@ function drawTradeGUI() {
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// Button Action
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if (guiControl.trade.activateDelay <= 0) {
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if (ct_confirm().down || ct_cancel().down) {
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// Play Select sound.
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snd_select.Play();
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guiControl.trade.screen = "tavern";
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guiControl.trade.activateDelay = 5;
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guiControl.trade.cursorPosition = 0;
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@ -117,6 +117,8 @@ pr_island.CheckInventory = function () { // Returns an array of indices that hav
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pr_island.TradeWith = function () {
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// Change music to Trade.
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// console.log(this.inventory);
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mus_sail.Stop();
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mus_trade.Play();
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guiControl.trade.island = this;
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guiControl.trade.haggleAmount = 0;
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guiControl.trade.activateDelay = 5;
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@ -214,7 +214,7 @@ pr_ship.AdjustSpeedBasedOnEnergy = function () {
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pr_ship.CheckIllnessIncrease = function () {
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var percentChance = G.stats.crew + ((this.currentSpeed / (G.stats.energy + 0.001)) * G.stats.illness); // +0.001 on the off-chance that energy reaches 0.
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if (Math.randomRange(0, 100) < percentChance) {
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// Play Illness sound.
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snd_illness.Play();
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G.stats.illness++;
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this.drawSickIndicator += secondsWorthOfFrames(1.5);
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}
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@ -10,6 +10,11 @@ var pr_wave = OS.P.Add("Wave Particle", {
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lifeTimer: 100,
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});
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pr_wave.DoFirst = function () {
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if (!snd_wave.IsPlaying()) {
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snd_wave.Play();
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}
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}
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pr_wave.Do = function () {
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// Move around randomly.
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this.lifeTimer--;
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@ -14,6 +14,8 @@ rm_Ocean.waveTimer = Math.round(Math.randomRange(30, 150));
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rm_Ocean.clockTimerCount = 1; // Set it to 1 so it doesn't check for player illness immediately!
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rm_Ocean.DoFirst = function () {
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mus_sail.Play();
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G.player.x = (this.squareSize * (this.squaresX / 2)) - (this.squareSize / 2) - G.player.xBound;
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G.player.y = (this.squareSize * (this.squaresY / 2));
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// console.log(G.player.name + " created at " + G.player.x + ", " + G.player.y);
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@ -40,21 +42,22 @@ rm_Ocean.DoFirst = function () {
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// G.economy.UpdateEconomy();
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}
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rm_Ocean.Do = function () {
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// Move G.oceanParticle around based on player's movement.
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if (G.oceanParticle.CheckPosition) G.oceanParticle.CheckPosition(G.player.x, G.player.y, G.player.direction);
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this.waveTimer--;
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if (this.waveTimer <= 0) {
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var wave = this.AddObject(OS.P["Wave Particle"]);
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wave.x = G.player.x + (randomSmidge() * 4);
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wave.y = G.player.y + (randomSmidge() * 4);
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this.waveTimer = Math.round(Math.randomRange(30, 150));
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}
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if (guiControl && guiControl.inventory && guiControl.trade) { // Force it to wait until loaded.
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if (!guiControl.inventory.show && !guiControl.map.show && !guiControl.trade.show) {
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// Move G.oceanParticle around based on player's movement.
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if (G.oceanParticle.CheckPosition) G.oceanParticle.CheckPosition(G.player.x, G.player.y, G.player.direction);
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this.waveTimer--;
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if (this.waveTimer <= 0) {
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var wave = this.AddObject(OS.P["Wave Particle"]);
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wave.x = G.player.x + (randomSmidge() * 4);
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wave.y = G.player.y + (randomSmidge() * 4);
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this.waveTimer = Math.round(Math.randomRange(30, 150));
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}
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if (ct_cancel().down) {
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snd_select.Play();
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guiControl.inventory.activateDelay = 5;
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guiControl.inventory.show = true;
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}
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